Digital action



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digital action” drawings in action of World-renowned dancer and choreographer Bill T. Jones with Paul Kaiser and Shelley Eshkar http://www.cooper.edu/art/ghostcatching/
http://www.scientificamerican.com/article.cfm?id=grand-theft-auto-is-good

June 22, 2010 | 16 comments

Grand Theft Auto Is Good for You? Not So Fast...

Most evidence suggests ill effects from violent video games

By Dara Greenwood   

 

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Mindflex Games http://mindflexgames.com/
What other games of today could become the realities of tomorrow?
Kiss game controller: http://www.psfk.com/2011/02/kissing-as-a-gaming-controller.html
Interaction Survey: Cinekid

by Kyle McDonald



http://vimeo.com/16215568
Jump and Run Shanghai
workshop and public intervention

http://datenform.de/jumpnrun.html


Augmented Reality
ARhrrrr
http://www.youtube.com/watch?v=cNu4CluFOcw
Augmented Environment Lab:
http://www.youtube.com/user/AELatGT
PIT Strategy is an Augmented Reality Game that uses a game board, cards to determine your pit strategy, a webcam to look at the board and a screen to show the 3D objects.

http://www.youtube.com/watch?v=xGsfDDxhFN0&feature=related
Augmented Reality Tower Defense for Nokia N95

http://www.youtube.com/watch?v=zyWVH6jkDHg&feature=related
Tools:
http://www.artoolworks.com/
https://ar.qualcomm.com/qdevnet/
More information on the AR SDK:

http://developer.qualcomm.com/dev/augmented-reality
Fast Company Design: iPad App Lets You Sculpt Virtual Clay, Then Print Out Your Art

http://www.fastcodesign.com/1662629/ipad-app-lets-you-create-sculptures-from-virtual-clay-then-print-them-out
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Streaming Museum:

streamingmuseum.org
National Museum of Play Rochester, N.Y. http://www.museumofplay.org
Aram Bartholl

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Blended Reality & Some Emerging Genres
(other than social action games which we covered previously):

Collective problem solving in Alternate Reality Games (ARGs) as part of distributed campaigns. Possible collective games  based on puzzles no individual could solve alone, often use mobile technologies and are solved by teams working together online. Each ARG develops an online community dedicated to solving the puzzles put forth by the game. Storytelling, implementing an analytic system to analyze and simulate the process by which distributed individuals contribute to and shape a collective story.
Immersive Reality:
majestic
Play the News
Documentary Games

Papers on Pervasive Games:


http://www.pervasive-gaming.org/design_space2.php

Pervasive Play & Blended Reality:

Inhabiting a virtual space: gamers maximize their play experience by performing belief, rather than actually believing, in the permeability of the game-reality boundary. http://www.avantgame.com/writings.htm)
* McGonigal—A Real Little Game: The Performance of Belief in Pervasive Play (download pdf, top paper listed at: http://www.avantgame.com/writings.htm)

Augmented Reality
http://en.wikipedia.org/wiki/Augmented_reality

Live action role-playing games
*
http://en.wikipedia.org/wiki/Live_action_role-playing_game

* http://www.youtube.com/watch?v=yk2vR8w2sjc

Location Based Mobile Games

Bot Fighters
http://en.wikipedia.org/wiki/BotFighters

Location based Games
http://en.wikipedia.org/wiki/Location-based_game

Geocaching
* http://en.wikipedia.org/wiki/Geocaching
* http://www.geocaching.com/about/default.aspx

Can You See Me Now? by Blast Theory
http://www.blasttheory.co.uk/bt/work_cysmn.html


Activating Play
http://www.arts.rpi.edu/%7Eruiz/ExperimentalGameDesignSp04plus/EGD_Prof_Ruiz/ACTIVATINGPLAY/newwebsite/index.html
Life, Art, Game as one:

The Situationist International: Formed in 1957, the SI was active in Europe through the 1960s and aspired to major social and political transformations. They were a small group of international political and artistic agitators with roots in Marxism, and the early 20th century European artistic and political avant-garde (people or works that are experimental or innovative, particularly with respect to art, culture, and politics.) http://en.wikipedia.org/wiki/The_Situationists

 

"A moment of life concretely and deliberately constructed by the collective organization of a unitary ambiance and a game of events."



 

They supported the dialectical unification of art and life. The name came from their aim of liberating everyday life through the creation of open-ended, participatory “situations” (as opposed to fixed works of art) — an aim which naturally ran up against the whole range of material and mental obstacles produced by the present social order.

 

Over the next decade the situationists developed an increasingly incisive critique of the global “spectacle-commodity system” and of its bureaucratic leftist pseudo-opposition, and their new methods of agitation helped trigger the May 1968 revolt in France.



 

Since then — although the SI itself was dissolved in 1972 — situationist theories and tactics have continued to inspire currents in dozens of countries all over the world.



The situation as a practical manifestation slipped, ultimately, into a series of proposals.



 

The SI stemmed from the radical tradition of Dadaism , a European artistic and literary movement (1916-1923) that scorned conventional aesthetic and cultural values by producing works marked by nonsense, travesty, and incongruity. They did this as a reaction to the carnage of the First World War, replete with mustard gas (a chemical-warfare gas, blistering the skin and damaging the lungs, often causing blindness and death: introduced by the Germans in World War I), which was a war between the allies (Russia, France, British Empire, Italy, United States, Japan, Rumania, Serbia, Belgium, Greece, Portugal, Montenegro) and the Central Powers (Germany, Austria-Hungary, Turkey, Bulgaria) from 1914 to 1918. 


http://chronicle.com/article/Augmented-Reality-on/65991/?sid=cc&utm_source=cc&utm_medium=en

Augmented Reality' on Smartphones Brings Teaching Down to Earth


Courtesy David Gagnon



Researchers at the U. of Wisconsin at Madison created software called ARIS, or Augmented Reality and Interactive Storytelling. It allows educators to combine lessons via smartphones with cues from a student's real location.

Enlarge Image

Courtesy David Gagnon

Researchers at the U. of Wisconsin at Madison created software called ARIS, or Augmented Reality and Interactive Storytelling. It allows educators to combine lessons via smartphones with cues from a student's real location.

By Sophia Li

At the University of New Mexico, some students in second-year Spanish classes become detectives. They travel to Los Griegos, an Albuquerque neighborhood 15 minutes northwest of the campus, on a mission: Clear the names of four families accused of conspiring to murder a local resident.

It's a fictional murder mystery, and instead of guns and badges, the students are armed with iPod Touches, provided by the university. When students enter their location into the wireless handheld devices, a clue might turn up: a bloody machete, for example, or a virtual character who may converse with them—in Spanish—about a suspect.

But Los Griegos and the language skills needed to navigate the locale are no fiction. By integrating mobile computing and actual surroundings, the educational game, Mentira—Spanish for "lie" and a reference to the claim of conspiracy the students are assigned to debunk—helps take teaching to a new place outside the classroom: "augmented reality."

Video and computer games are commonly criticized for isolating players from reality, but augmented-reality developers who work in higher education see the technology as a way to accomplish just the opposite.

"Real life is pretty high-res," says David J. Gagnon, a faculty consultant and instructional designer at the University of Wisconsin at Madison. Augmented-reality games, he says, are a way to help people "get out and see that."

Mobile by Design


Mr. Gagnon is the lead developer of a software tool called ARIS, or Augmented Reality and Interactive Storytelling. ARIS lets designers link text, images, video, or audio to a physical location, making the real world into a map of virtual characters and objects that people can navigate with iPhones, iPads, or iPod Touches.

The open-source tool, which is the brainchild of a Madison research group that focuses on games and learning, was built with students and educators in mind. It has not yet been released to the public; developers are aiming for a fall rollout.

Mentira was created by Christopher Holden, an assistant professor in the honors college at New Mexico, and Julie M. Sykes, an assistant professor of Hispanic linguistics at the university. They used a limited-release, early version of ARIS. The software is simple to use, they say, and doesn't call for special programming expertise.

But ARIS isn't the only game in town. Eric D. Klopfer, an associate professor of science education and director of the Teacher Education Program at the Massachusetts Institute of Technology, has created two similar tools and has worked with augmented-reality games for nearly a decade.

His team used to rely on personal digital assistants, which he calls "clunky units," that received GPS readings only in good weather and with an antenna.

But now the technical challenges are "fading away," he says. GPS systems have become more accurate. And they have become phones. Increasingly popular GPS-enabled cellphones come equipped with cameras and other features that open up new avenues for enhancing reality-based games.


Arguments for Augmentation


The researchers and educators in this small, emerging field see clear advantages to using real-world sites as the backdrop for educational games.

A major goal of Mentira is to motivate students "to get their heads out of the textbook" by showing them that language has a vibrant local context, Ms. Sykes says. By setting the story in a nearby neighborhood, she and Mr. Holden took advantage of its historic sites and folklore to integrate learning about its history and culture into the game.

Likewise, Mr. Klopfer calls place-based learning with augmented reality a "great match" for topics at the intersection of science and society, like public health and environmental issues.

In one of his projects, a game about environmental contamination on MIT's campus, students showed a more nuanced understanding of how to handle a toxin's spill after discovering its source. Unlike students who played an entirely virtual version of the game on a computer, those who played the reality-based version appreciated that they were making choices "influenced by the community reality," he says.

In Mentira, too, students learn to weigh the consequences of their choices. For instance, they select what to say in their "conversations" with virtual characters, and their decisions affect the characters' responses. The setup teaches them how to accommodate the conversational styles of the characters—for example, how to speak politely to an older man, Ms. Sykes says.

Games like the New Mexico murder mystery only scratch the surface of what is possible, says Mr. Gagnon. He has seen a variety of other proposals for using ARIS in courses, including ethnographies that tie interviews to specific places and a scavenger hunt that teaches students to identify plant life.

This year's "Horizon Report," which forecasts tech trends in higher education, named augmented reality as one to watch. According to the report, which is produced in a collaboration between the New Media Consortium and Educause, technology that blends the virtual and the real is expected to enter mainstream use in teaching in the next two to three years.

Teaching with augmented reality is not all fun and games, however. Mr. Holden and Ms. Sykes struggled to find an affordable way to make their game a reality. They chose iPod Touches instead of costlier iPhones. As a result, they had to design a game that would work without GPS navigation and persuade the university to sign a contract for a mobile wireless hotspot.



Beyond the obstacles to getting the technology up and running, the duo say, they are still learning how to fit the game to an existing course. "Spanish 202 classes already have their syllabus," Mr. Holden says. Similar challenges are likely to surface as others look to augment their own teaching.

"The idea of it is something people get really excited about, myself included," Mr. Gagnon says. "The practicality of it is still something we really need to work on."

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